Welcome to the ability database. Here you can find detailed information on all 13 Missile Type unlockable abilities that appear or will appear in the prototype, including each ability's base stats, compatible robots, sprite sheets, and more. Click any of the icons below to scroll to an ability's summarized database entry and click the more link to see its full page with sprites and extended info. If you wish to reset the ability type filter, please click here.
Needle Cannon |
Cutter Missile |
8 WE |
Auto |
20 Damage |
Normal |
80% |
12,000 z / 6,000 BP |
The user fires a volley of three needle-like projectiles that pierce the target and repeatedly inflict damage!
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Magnet Missile |
Missile Electric |
8 WE |
Select Target (Enemy Side) |
26 Damage |
Normal |
100% |
12,000 z / 6,000 BP |
The user fires a large magnet-shaped missile that seeks out its target and collides with it to deal damage! If the target is holding an item and is disabled by this attack, the magnet may return to its user with the item intact!
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Hard Knuckle |
Impact Missile |
8 WE |
Auto |
32 Damage |
Slow (-1) |
96% |
12,000 z / 6,000 BP |
The user fires a powerful but slow-moving fist at the target to deal massive damage and lower their defense stat!
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Drill Blitz |
Earth Missile |
8 WE |
Select Target (Enemy Side) |
16 Damage |
Normal |
92% |
12,000 z / 6,000 BP |
The user fires off a pair of sharp drills toward the target that deal damage on contact and remove any boosts to their defense stat!
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Dive Torpedo |
Missile |
4 WE |
Select Target (Enemy Side) |
20 Damage |
Slow (-1) |
99% |
6,000 z / 3,000 BP |
The user launches a slow but powerful heat-seeking torpedo at the target to deal massive damage! If the Water-type field multiplier is high, this ability's base damage is doubled. If the target is a Water-core robot, this ability's impact damage is doubled.
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Hornet Chaser |
Nature Missile |
8 WE |
Select Target (Enemy Side) |
28 Damage |
Normal |
96% |
12,000 z / 6,000 BP |
The user releases a small robotic drone that races across the battlefield to sting the target and deal damage! If the target is holding a consumable item, the drone will steal it from them instantly and return it to the user instead!
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Commando Bomb |
Missile Flame |
8 WE |
Select Target (Enemy Side) |
17 Damage |
Normal |
96% |
12,000 z / 6,000 BP |
The user fires a missile at the target that explodes on contact to deal damage. However, if this ability is used on a benched robot, it launches into a large shockwave that strikes adjacent foes for almost double the ability power!
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Photon Missile |
Missile Explode |
8 WE |
Auto |
38 Damage |
Slow (-1) |
88% |
100,000 BP |
The user fires a missile made from materials unknown; it delays before locking onto a target, and then suddenly sets off for massive damage!
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Missile Shot |
Missile |
- |
Auto |
10 Damage |
Fast (+1) |
100% |
1,500 z / 750 BP |
The user fires a small targeted shot at the target to inflict Missile type damage. This ability's power increases if the user if holding a buster charge of the same element, and can fire multiple shots depending on how much faster the user is than their opponent.
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Missile Buster |
Missile |
4 WE |
Auto |
30 Damage |
Normal |
100% |
6,000 z / 3,000 BP |
The user charges itself with Missile type energy on the first turn to increase its elemental abilities, then releases a powerful targeted shot at the target on the second to inflict massive damage!
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Missile Overdrive |
Missile |
10% WE |
Auto |
- |
Normal |
100% |
15,000 z / 7,500 BP |
The user releases all of their stored weapon energy at once in a powerful storm of targeted shots, dealing Missile type damage to all targets on the opponent's side of the field. This ability's power is directly proportionate to the amount of life energy the user has lost, making it most effective when used in critical condition.
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(!) Please note that the names, stats, types, and descriptions of any playable characters, robots, or abilities that appear in this database are not finalized and are subject to change without notice as development progresses on the game itself. That being said, the data on this page is pulled directly from the prototype's internal variables and will therefore always be in sync with the prototype itself. Database pages that do not have sprites represent incomplete but planned, future content and do not currently appear in-game.